react-postprocessing
postprocessing
react-postprocessing | postprocessing | |
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5 | 12 | |
1,133 | 2,383 | |
1.8% | 2.1% | |
6.5 | 8.7 | |
2 months ago | 14 days ago | |
JavaScript | JavaScript | |
MIT License | zlib License |
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react-postprocessing
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Migrating my Gatsby MDX blog to AstroJS (and why you shouldn't)
For the post processing I used @react-three/post-processing components, and to get the look just right I created a debug panel using Leva to adjust some values (like bokeh blur).
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Lost on How To Implement Custom Post Processing, React
I'm attempting to implement custom post processing in react three fiber but I do not know how to go about it. I've tried to use these links as reference:https://github.com/pmndrs/react-postprocessing/blob/master/api.mdhttps://github.com/pmndrs/postprocessing/wiki/Custom-Passeshttps://github.com/pmndrs/postprocessing/wiki/Custom-Effects
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HELP! how to create a custom postprocessing effect for react-three-fiber.
Hi all I've been fiddling with three.js for some time now! and recently started using react-three-fiber just because it's easy to use and declarative. I was wondering if someone here could help me out creating a custom postprocessing effect for my r3f project. I have the shader code already and I have seen pmndrs' code to extend three.js effect class but I'm unable to implement it with the shader code I have. the link to pmndr's / paul Hanchel's code Here and shader code for lens distortion effect Here or on stack overflow here. please assume I know nothing! thanks in advance!
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issues using react-postprocessing selective bloom
looks like an active bug when using three r135 and above https://github.com/pmndrs/react-postprocessing/issues/111
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I have started an everyday generative art project using React (and Three.js)
React Three Fiber with Drei and Postprocessing
postprocessing
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The Resend Cube Lookalike Part 3 - Lights, God Rays, Final Touches
We will replace our render pass and our effects pass from three with effects from postprocessing library by Poimandres. Let's start by importing it (add to importmap + call inside script)
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Has anyone successfully imported the Poimandres "Post Processing" library into their SvelteKit project?
I've been trying to import Poimandres's "Post Processing" library into a Three.js scene file within my SvelteKit project, but keep encountering the "Cannot use import statement outside a module" error when running my Vite dev server, despite everything appearing to be in order. VSCode is showing no errors, the library's IntelliSense tooltips work and the production build seems to work properly. I also haven't had any issues importing other modules.
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Cannot change `encoding` in EffectComposer, but only work for using GammaCorrectionShader, so weird
I think it makes little sense to use jsm/effectcomposer when https://github.com/pmndrs/postprocessing exists. The jsm composer has been catching dust years whereas postpro is actively maintained. postpro is faster because it merges all passes into one uber shader, it takes care of encoding automatically, it has support for alpha, stencil and individual mesh selection, and it has effects that are truly pushing the edge, like https://twitter.com/0beqz/status/1632109961768476672?s=46&t=wv5EJPuK32MHxbjV0bW_FA
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Three js + React Fiber instanced boxes outline
I was able to add outlines to my instancedMeshes using a shehata-outline pass in the vanilla version of pmndrs post-processing
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3D retro-themed asteroid shooter. Made with threlte.
pmndrs/postprocessing https://github.com/pmndrs/postprocessing
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Can't Seem to Render Scene with Transparent Background
i don't think unrealbloom supports that, it renders opaque. use https://github.com/pmndrs/postprocessing use the mipMapBlur option on the bloom effect and you get the same as unrealbloom, but pp supports alpha. other than that the composer is better in every way, it creates an uber shader from all the passes.
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Lost on How To Implement Custom Post Processing, React
hopefully this issue and the linked codesandbox example helps as it matches the situation I just described: https://github.com/pmndrs/postprocessing/issues/243
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Car showcase w/ lights & reflections, full code included
postprocessing
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How to help visibility of features like text — shadows, ambient occlusion?
i think what you need is AO, ambient occlusion. don't have a plain vanilla example of this but you can play with the values here https://codesandbox.io/s/hi-key-bubbles-forked-worwb?file=/src/App.js:2783-2941 to see if that would make a difference for you. the library is this one: https://github.com/vanruesc/postprocessing
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What's your approach to edges/outlines?
don't forget postprocessing, this is a far more powerful option than jsm/effects, and it's often more efficient, too.
What are some alternatives?
drei - 🥉 useful helpers for react-three-fiber
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
R3F-CRA-Starter - A starter project for React-Three-Fiber bootstrapped with Create-React-App and some useful packages
three-js-csg - An NPM module for three-csg providing support for ES2015/CommonJS modularity
Next.js - The React Framework
threejs-sandbox - Set of experiments and extensions to THREE.js.
react-three-flex - 💪📦 Flexbox for react-three-fiber
fxGlue - 💥 WebGL-based image effects library. (TypeScript)
gelato-ui - React component library and design system powered by Vanilla Extract
3d-Teleporter-in-Three-JS - 3d Teleporter with Saitama model
r3f-world-with-character - A 3D world with nature objects and a character that can move around using your keyboard. Let the character walk, run or dance.
baphomation